The Ancient Mediterranean MOD (TAM)

Otryggson said:
I played with the "regicide" modus, so it is possible that I also had to pay the leaders and therefore lost that much money. I will hve a look at it, when I return home tonight.

That's the reason then. I'm assuming you're playing Mass Regicide and have several king units?

You can fix this by opening the biq in the editor and unchecking 'requires support' for all the King units. I'll do the same for the new version that will be out later this month.

The other option is not to play regicide ;)
 
Sword_Of_Geddon said:
Does this mean the new version of the Ancient Meditarrean is ready? :eek:

Soon... before the end of the month.

Oops... i want to wait for Kinboat's new Egyptian leaderhead he is making. If that is done soon, then ver 2.5 will be out before the end of the month.
 
I don't know if anyone else has posted this in the last 47 pages, but I had a problem with the modpack. As nice as it looked and worked, I felt it was too much like the real game. What was happening was that the civs just kept on expanding and when they couldn't expand anymore, they attacked each other. Someone had mentioned that they made certain civs unable to build settlers. What I did was make settlers have a prerequisite. Unfortunately, I chose literature not knowing that it was in the second era.
But what it did was quite interesting. Right off the bat, a bunch of civs were destroyed. Aggression was high, as all civs needed cash and techs. It also made colonies more important. What I also didn't know was that the Goths had their own settler unit, so they actually had two cities before the Huns conquered them and the Scythians. That I can remember the Etruscans, Sea Peoples, and Mycenae also quickly disappeared. I myself was forced to conquer Macedonia after they kept declaring war on me.
For the next time I've set settlers to require pottery. Hopefully, the game won't be almost over before I build my first settler. We'll see what happens.
 
umm... interesting :goodjob:

I'll look into this further although i suspect it may create other problems with the balance we are trying to achieve. There may not be time to fully evaluate the AI behavior before the new one is released. We don't really want AI's destroyed too soon and the late game behavior of expanding everywhere would just be postponed a little. That part will never change due to the nature of it.
 
Been playing as Trojans this time round. 2.4 version. Having great game. I love it when AI's fight each other, tired of their rapid tech trade constantly. I find this mod excellent to play. (Except time between turns starting around 250bc, but we are forewarned of this) I just wanted to say FANTASTIC work everyone. These mods are the only reason I still play civ (and there are several great ones to choose from), they are GREAT! Keep up the excellent work. Thank You!
 
Two things:

First off, I noticed that although Composite Bowmen have a bombard rating, they only seem to be able to bombard things in their own square. I'm assuming that this is a small tweak that needs to be made in the Units file.

Secondly, Have any players managed to find a sure-fire way to combat the Black Death?

Finally, the Carthaginean wonder that places a harbour in *every* city does just that -- including landlocked cities. This might need to be addressed.
 
Sword Dancer said:
Two things:

First off, I noticed that although Composite Bowmen have a bombard rating, they only seem to be able to bombard things in their own square. I'm assuming that this is a small tweak that needs to be made in the Units file.
The Composite Bowmen (and all archer-type units) in TAM have a Defensive Bombard only. They will fire one shot in defense against a unit attacking their tile, assuming there is another defender with them. That's by design (and the same way archers have been modified in 'normal' C3C.

Secondly, Have any players managed to find a sure-fire way to combat the Black Death?
Not that I'm aware of. I've heard that cutting roads helps slow the spread, but I've seen it spread to unconnected towns as well. The biggest thing is to get your garrison units out of the town, as there is a chance each turn that they will die if they remain.

Finally, the Carthaginean wonder that places a harbour in *every* city does just that -- including landlocked cities. This might need to be addressed.
Well, that's three things! ;) Seriously, that's hard-coded into Civ, if a wonder grants a building, it grants it in all towns regardless of whether it 'fits'. Since there is no maintenance cost, it doesn't really affect land-locked cities (but I know it looks strange to see the harbor symbol in the midst of the Sahara!). One nice thing, is that non-coastal cities that still have coastal tiles in their radius (Like Rome's starting location, for example, or cities on a lake) do get the food boost.
 
Justus II said:
Not that I'm aware of. I've heard that cutting roads helps slow the spread, but I've seen it spread to unconnected towns as well. The biggest thing is to get your garrison units out of the town, as there is a chance each turn that they will die if they remain.

OK, thanks -- does the damn plague ever die out? You can't really cut the trade routes if every city has a harbour, thanks to the Harbour of Carthage.... :cry:
 
Sword Dancer said:
OK, thanks -- does the damn plague ever die out? You can't really cut the trade routes if every city has a harbour, thanks to the Harbour of Carthage.... :cry:

Yes, it will run it's course in about 10 turns, IIRC. BUT, I think it can re-occur later in the game, sorry!
 
Oh, something else I noticed -- the dates are all being displayed as "Dec.", and a few foreign cities have as their name part of the Firaxis copyright notice...
 
Sword Dancer said:
Oh, something else I noticed -- the dates are all being displayed as "Dec.", and a few foreign cities have as their name part of the Firaxis copyright notice...

The labels.txt file isn't right in this case. What version of TAM are you playing under what version of civ3?
 
C3c 1.15
Tam 2.4
 
In the TAM 2.2\Text folder are several versions of the labels.txt. Just rename the one that is for 1.15 to replace the default file and you should be all set. You have to rename or delete the labels.txt file first since you cannot replace a file by renaming another.

labels-conq115.txt -> labels.txt
 
Thanks -- I just noticed that there was a patch. I've already grabbed it and installed it. Should that clear up the problem?

(sorry for wasting your time with what I *should* have checked right off...)
 
Thx!

I'll have to check it out tonight when I have enough time to play... :)
 
Don't know if anyone else has brought this up, but I also had an "aquatic" problem. The Foreign Ministry wonder was giving me a ship every few turns even though my city was no where near the coast. I had to change the unit to a spy, which made more sense.
 
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